Write out subsector info

This commit is contained in:
Magnus Norddahl 2016-12-12 12:39:25 +01:00
parent e016a96efe
commit 79ad5d2a2a
2 changed files with 34 additions and 253 deletions

View file

@ -26,6 +26,7 @@
#include <vector>
class FString;
class DrawerThread;
struct WorkerThreadData
{
@ -34,6 +35,7 @@ struct WorkerThreadData
int32_t pass_start_y;
int32_t pass_end_y;
uint32_t *temp;
DrawerThread *drawer_thread;
};
struct DrawWallArgs

View file

@ -35,7 +35,6 @@
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "r_poly_triangle.h"
#include <immintrin.h>
int PolyTriangleDrawer::viewport_x;
int PolyTriangleDrawer::viewport_y;
@ -93,7 +92,7 @@ void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, TriDrawVarian
switch (variant)
{
default:
//case TriDrawVariant::DrawNormal: drawfunc = &ScreenTriangle::DrawFunc; break;
//case TriDrawVariant::DrawNormal: drawfunc = dest_bgra ? &ScreenTriangle::DrawFunc : llvm->TriDrawNormal8[bmode]; break;
case TriDrawVariant::DrawNormal: drawfunc = dest_bgra ? llvm->TriDrawNormal32[bmode] : llvm->TriDrawNormal8[bmode]; break;
case TriDrawVariant::FillNormal: drawfunc = dest_bgra ? llvm->TriFillNormal32[bmode] : llvm->TriFillNormal8[bmode]; break;
case TriDrawVariant::DrawSubsector: drawfunc = dest_bgra ? llvm->TriDrawSubsector32[bmode] : llvm->TriDrawSubsector8[bmode]; break;
@ -573,7 +572,7 @@ void PolyVertexBuffer::Clear()
}
/////////////////////////////////////////////////////////////////////////////
#if 0
void ScreenTriangle::Setup(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
const TriVertex &v1 = *args->v1;
@ -586,283 +585,48 @@ void ScreenTriangle::Setup(const TriDrawTriangleArgs *args, WorkerThreadData *th
uint8_t *stencilValues = args->stencilValues;
uint32_t *stencilMasks = args->stencilMasks;
uint8_t stencilTestValue = args->stencilTestValue;
ScreenTriangleFullSpan *span = FullSpans;
ScreenTrianglePartialBlock *partial = PartialBlocks;
span->Length = 0;
// 28.4 fixed-point coordinates
const int Y1 = (int)round(16.0f * v1.y);
const int Y2 = (int)round(16.0f * v2.y);
const int Y3 = (int)round(16.0f * v3.y);
const int X1 = (int)round(16.0f * v1.x);
const int X2 = (int)round(16.0f * v2.x);
const int X3 = (int)round(16.0f * v3.x);
// Deltas
const int DX12 = X1 - X2;
const int DX23 = X2 - X3;
const int DX31 = X3 - X1;
const int DY12 = Y1 - Y2;
const int DY23 = Y2 - Y3;
const int DY31 = Y3 - Y1;
// Fixed-point deltas
const int FDX12 = DX12 << 4;
const int FDX23 = DX23 << 4;
const int FDX31 = DX31 << 4;
const int FDY12 = DY12 << 4;
const int FDY23 = DY23 << 4;
const int FDY31 = DY31 << 4;
// Bounding rectangle
int minx = MAX((MIN(MIN(X1, X2), X3) + 0xF) >> 4, 0);
int maxx = MIN((MAX(MAX(X1, X2), X3) + 0xF) >> 4, clipright - 1);
int miny = MAX((MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4, 0);
int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipbottom - 1);
if (minx >= maxx || miny >= maxy)
return;
// Block size, standard 8x8 (must be power of two)
const int q = 8;
// Start in corner of 8x8 block
minx &= ~(q - 1);
miny &= ~(q - 1);
// Half-edge constants
int C1 = DY12 * X1 - DX12 * Y1;
int C2 = DY23 * X2 - DX23 * Y2;
int C3 = DY31 * X3 - DX31 * Y3;
// Correct for fill convention
if (DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++;
if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
// First block line for this thread
int core = thread->core;
int num_cores = thread->num_cores;
int core_skip = (num_cores - ((miny / q) - core) % num_cores) % num_cores;
miny += core_skip * q;
__m128i mC1 = _mm_set1_epi32(C1);
__m128i mC2 = _mm_set1_epi32(C2);
__m128i mC3 = _mm_set1_epi32(C3);
__m128i mDX12 = _mm_set1_epi32(DX12);
__m128i mDX23 = _mm_set1_epi32(DX23);
__m128i mDX31 = _mm_set1_epi32(DX31);
__m128i mDY12 = _mm_set1_epi32(DY12);
__m128i mDY23 = _mm_set1_epi32(DY23);
__m128i mDY31 = _mm_set1_epi32(DY31);
// Loop through blocks
for (int y = miny; y < maxy; y += q * num_cores)
{
// Corners of block
int x0 = minx << 4;
int x1 = (minx + q - 1) << 4;
int y0 = y << 4;
int y1 = (y + q - 1) << 4;
__m128i my0y1 = _mm_set_epi32(y0, y0, y1, y1);
__m128i mx0x1 = _mm_set_epi32(x0, x1, x0, x1);
__m128i mAxx = _mm_add_epi32(mC1, _mm_sub_epi32(_mm_mullo_epi32(mDX12, my0y1), _mm_mullo_epi32(mDY12, mx0x1)));
__m128i mBxx = _mm_add_epi32(mC2, _mm_sub_epi32(_mm_mullo_epi32(mDX23, my0y1), _mm_mullo_epi32(mDY23, mx0x1)));
__m128i mCxx = _mm_add_epi32(mC3, _mm_sub_epi32(_mm_mullo_epi32(mDX31, my0y1), _mm_mullo_epi32(mDY31, mx0x1)));
for (int x = minx; x < maxx; x += q)
{
// Evaluate half-space functions
int a = _mm_movemask_epi8(_mm_cmpgt_epi32(mAxx, _mm_setzero_si128()));
int b = _mm_movemask_epi8(_mm_cmpgt_epi32(mBxx, _mm_setzero_si128()));
int c = _mm_movemask_epi8(_mm_cmpgt_epi32(mCxx, _mm_setzero_si128()));
mAxx = _mm_sub_epi32(mAxx, _mm_slli_epi32(mDY12, 7));
mBxx = _mm_sub_epi32(mBxx, _mm_slli_epi32(mDY23, 7));
mCxx = _mm_sub_epi32(mCxx, _mm_slli_epi32(mDY31, 7));
// Stencil test the whole block, if possible
int block = x / 8 + y / 8 * stencilPitch;
uint8_t *stencilBlock = &stencilValues[block * 64];
uint32_t *stencilBlockMask = &stencilMasks[block];
bool blockIsSingleStencil = ((*stencilBlockMask) & 0xffffff00) == 0xffffff00;
bool skipBlock = blockIsSingleStencil && ((*stencilBlockMask) & 0xff) != stencilTestValue;
// Skip block when outside an edge
if (a == 0 || b == 0 || c == 0 || skipBlock)
{
if (span->Length != 0)
{
span++;
span->Length = 0;
}
continue;
}
// Accept whole block when totally covered
if (a == 0xffff && b == 0xffff && c == 0xffff && x + q <= clipright && y + q <= clipbottom && blockIsSingleStencil)
{
if (span->Length != 0)
{
span->Length++;
}
else
{
span->X = x;
span->Y = y;
span->Length = 1;
}
}
else // Partially covered block
{
x0 = x << 4;
x1 = (x + q - 1) << 4;
int CY1 = C1 + DX12 * y0 - DY12 * x0;
int CY2 = C2 + DX23 * y0 - DY23 * x0;
int CY3 = C3 + DX31 * y0 - DY31 * x0;
uint32_t mask0 = 0;
uint32_t mask1 = 0;
for (int iy = 0; iy < 4; iy++)
{
int CX1 = CY1;
int CX2 = CY2;
int CX3 = CY3;
for (int ix = 0; ix < q; ix++)
{
bool passStencilTest = blockIsSingleStencil || stencilBlock[ix + iy * q] == stencilTestValue;
bool covered = (CX1 > 0 && CX2 > 0 && CX3 > 0 && (x + ix) < clipright && (y + iy) < clipbottom && passStencilTest);
mask0 <<= 1;
mask0 |= (uint32_t)covered;
CX1 -= FDY12;
CX2 -= FDY23;
CX3 -= FDY31;
}
CY1 += FDX12;
CY2 += FDX23;
CY3 += FDX31;
}
for (int iy = 4; iy < q; iy++)
{
int CX1 = CY1;
int CX2 = CY2;
int CX3 = CY3;
for (int ix = 0; ix < q; ix++)
{
bool passStencilTest = blockIsSingleStencil || stencilBlock[ix + iy * q] == stencilTestValue;
bool covered = (CX1 > 0 && CX2 > 0 && CX3 > 0 && (x + ix) < clipright && (y + iy) < clipbottom && passStencilTest);
mask1 <<= 1;
mask1 |= (uint32_t)covered;
CX1 -= FDY12;
CX2 -= FDY23;
CX3 -= FDY31;
}
CY1 += FDX12;
CY2 += FDX23;
CY3 += FDX31;
}
if (mask0 != 0xffffffff || mask1 != 0xffffffff)
{
if (span->Length > 0)
{
span++;
span->Length = 0;
}
partial->X = x;
partial->Y = y;
partial->Mask0 = mask0;
partial->Mask1 = mask1;
partial++;
}
else if (span->Length != 0)
{
span->Length++;
}
else
{
span->X = x;
span->Y = y;
span->Length = 1;
}
}
}
if (span->Length > 0)
{
span++;
span->Length = 0;
}
}
NumFullSpans = (int)(span - FullSpans);
NumPartialBlocks = (int)(partial - PartialBlocks);
}
#else
void ScreenTriangle::Setup(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
const TriVertex &v1 = *args->v1;
const TriVertex &v2 = *args->v2;
const TriVertex &v3 = *args->v3;
int clipright = args->clipright;
int clipbottom = args->clipbottom;
int stencilPitch = args->stencilPitch;
uint8_t *stencilValues = args->stencilValues;
uint32_t *stencilMasks = args->stencilMasks;
uint8_t stencilTestValue = args->stencilTestValue;
ScreenTriangleFullSpan *span = FullSpans;
ScreenTrianglePartialBlock *partial = PartialBlocks;
span->Length = 0;
// 28.4 fixed-point coordinates
const int Y1 = (int)round(16.0f * v1.y);
const int Y2 = (int)round(16.0f * v2.y);
const int Y3 = (int)round(16.0f * v3.y);
const int X1 = (int)round(16.0f * v1.x);
const int X2 = (int)round(16.0f * v2.x);
const int X3 = (int)round(16.0f * v3.x);
// Deltas
const int DX12 = X1 - X2;
const int DX23 = X2 - X3;
const int DX31 = X3 - X1;
const int DY12 = Y1 - Y2;
const int DY23 = Y2 - Y3;
const int DY31 = Y3 - Y1;
// Fixed-point deltas
const int FDX12 = DX12 << 4;
const int FDX23 = DX23 << 4;
const int FDX31 = DX31 << 4;
const int FDY12 = DY12 << 4;
const int FDY23 = DY23 << 4;
const int FDY31 = DY31 << 4;
// Bounding rectangle
int minx = MAX((MIN(MIN(X1, X2), X3) + 0xF) >> 4, 0);
int maxx = MIN((MAX(MAX(X1, X2), X3) + 0xF) >> 4, clipright - 1);
int miny = MAX((MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4, 0);
int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipbottom - 1);
if (minx >= maxx || miny >= maxy)
NumFullSpans = 0;
NumPartialBlocks = 0;
return;
}
// Block size, standard 8x8 (must be power of two)
const int q = 8;
@ -886,7 +650,9 @@ void ScreenTriangle::Setup(const TriDrawTriangleArgs *args, WorkerThreadData *th
int num_cores = thread->num_cores;
int core_skip = (num_cores - ((miny / q) - core) % num_cores) % num_cores;
miny += core_skip * q;
span->Length = 0;
// Loop through blocks
for (int y = miny; y < maxy; y += q * num_cores)
{
@ -1043,7 +809,6 @@ void ScreenTriangle::Setup(const TriDrawTriangleArgs *args, WorkerThreadData *th
NumFullSpans = (int)(span - FullSpans);
NumPartialBlocks = (int)(partial - PartialBlocks);
}
#endif
void ScreenTriangle::Draw(const TriDrawTriangleArgs *args)
{
@ -1059,11 +824,14 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args)
uint32_t blue = (uint32_t)b;
uint32_t solidcolor = 0xff000000 | (red << 16) | (green << 8) | blue;
uint32_t subsectorDepth = args->uniforms->subsectorDepth;
for (int i = 0; i < NumFullSpans; i++)
{
const auto &span = FullSpans[i];
uint32_t *dest = (uint32_t*)args->dest + span.X + span.Y * args->pitch;
uint32_t *subsector = args->subsectorGBuffer + span.X + span.Y * args->pitch;
int pitch = args->pitch;
int width = span.Length * 8;
int height = 8;
@ -1072,9 +840,11 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args)
for (int x = 0; x < width; x++)
{
dest[x] = solidcolor;
subsector[x] = subsectorDepth;
}
dest += pitch;
subsector += pitch;
}
}
@ -1083,6 +853,7 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args)
const auto &block = PartialBlocks[i];
uint32_t *dest = (uint32_t*)args->dest + block.X + block.Y * args->pitch;
uint32_t *subsector = args->subsectorGBuffer + block.X + block.Y * args->pitch;
int pitch = args->pitch;
uint32_t mask0 = block.Mask0;
uint32_t mask1 = block.Mask1;
@ -1090,21 +861,29 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args)
{
for (int x = 0; x < 8; x++)
{
if (mask0 & (1<<31))
if (mask0 & (1 << 31))
{
dest[x] = solidcolor;
subsector[x] = subsectorDepth;
}
mask0 <<= 1;
}
dest += pitch;
subsector += pitch;
}
for (int y = 4; y < 8; y++)
{
for (int x = 0; x < 8; x++)
{
if (mask1 & (1<<31))
if (mask1 & (1 << 31))
{
dest[x] = solidcolor;
subsector[x] = subsectorDepth;
}
mask1 <<= 1;
}
dest += pitch;
subsector += pitch;
}
}
}